#include "material.hpp"
#include "image.hpp"
+#include <assimp/pbrmaterial.h>
-Material::Material(const aiMaterial &ai, GLuint progId): progId(progId) {
- if (ai.GetTextureCount(aiTextureType_DIFFUSE) > 0) {
- aiString path;
- ai.GetTexture(aiTextureType_DIFFUSE, 0, &path);
- diffuseMap = new Texture(std::string(path.C_Str()));
- }
+Material::Material(const aiMaterial &ai, const aiScene &scene, GLuint progId): progId(progId) {
+ aiString name;
+ ai.Get(AI_MATKEY_NAME, name);
- if (ai.GetTextureCount(aiTextureType_SPECULAR) > 0) {
aiString path;
- ai.GetTexture(aiTextureType_SPECULAR, 0, &path);
- specularMap = new Texture(std::string(path.C_Str()));
- }
+ ai.GetTexture(aiTextureType_DIFFUSE, 1, &path);
+ if (path.length != 0)
+ albedo = new Texture(path, scene);
+ path = "";
- if (ai.GetTextureCount(aiTextureType_NORMALS) > 0) {
- aiString path;
ai.GetTexture(aiTextureType_NORMALS, 0, &path);
- normalMap = new Texture(std::string(path.C_Str()));
- }
- ai.Get(AI_MATKEY_SHININESS, shininess);
- ai.Get(AI_MATKEY_REFLECTIVITY, reflectivity);
- ai.Get(AI_MATKEY_REFRACTI, refractiveIndex);
- if (ai.Get(AI_MATKEY_OPACITY, opacity) == aiReturn_FAILURE)
- opacity = 1.f;
+ if (path.length != 0)
+ normal = new Texture(path, scene);
+ path = "";
- ai.Get(AI_MATKEY_COLOR_AMBIENT, ambient);
- ai.Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
- ai.Get(AI_MATKEY_COLOR_SPECULAR, specular);
+ ai.GetTexture(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE, &path);
+ if (path.length != 0)
+ metallicRoughness = new Texture(path, scene);
+ path = "";
+
+ ai.GetTexture(aiTextureType_LIGHTMAP, 0, &path);
+ if (path.length != 0)
+ ambientOcclusion = new Texture(path, scene);
}
-Material::Texture::Texture(const std::string &fileName) {
+Material::Texture::Texture(const aiString fileName, const aiScene &scene) {
glGenTextures(1, &texId);
glBindTexture(GL_TEXTURE_2D, texId);
- Image img("models/" + fileName);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.width(), img.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img.data());
- glGenerateMipmap(GL_TEXTURE_2D);
+
+ std::string path;
+ if (fileName.data[0] == '*') {
+ // embedded
+ int embIdx = atoi(&fileName.data[1]);
+ aiTexture *texture = scene.mTextures[embIdx];
+ if (texture->mHeight == 0) {
+ Image img((unsigned char*)texture->pcData, texture->mWidth, texture->achFormatHint);
+ glTexImage2D(GL_TEXTURE_2D, 0, img.internalFormat(), img.width(), img.height(), 0, img.format(), img.type(), img.data());
+ } else {
+ fprintf(stderr, "TODO: handle uncompressed embedded textures");
+ abort();
+ }
+ } else {
+ // not embedded
+ Image img("models/" + std::string(fileName.C_Str()));
+ glTexImage2D(GL_TEXTURE_2D, 0, img.internalFormat(), img.width(), img.height(), 0, img.format(), img.type(), img.data());
}
-void Material::bind() const {
- /* glUniform3f(glGetUniformLocation(progId, "albedo"), 0.5f, 0.f, 0.f); */
- /* glUniform1f(glGetUniformLocation(progId, "metallic"), 0.2f); */
- /* glUniform1f(glGetUniformLocation(progId, "roughness"), 0.3f); */
- /* glUniform1f(glGetUniformLocation(progId, "ao"), 1.f); */
+ // magnifying - no bigger mipmap available, so use linear filtering
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ // minifying - use a linear blend of two mipmaps
+ // which are themselves filtered linearly
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- /* glUniform4f(glGetUniformLocation(progId, "material.ambient"), ambient.r, ambient.g, ambient.b, ambient.a); */
- /* glUniform4f(glGetUniformLocation(progId, "material.diffuse"), diffuse.r, diffuse.g, diffuse.b, diffuse.a); */
- /* glUniform4f(glGetUniformLocation(progId, "material.specular"), specular.r, specular.g, specular.b, specular.a); */
- /* glUniform1f(glGetUniformLocation(progId, "material.shininess"), shininess); */
- /* glUniform1f(glGetUniformLocation(progId, "material.reflectivity"), reflectivity); */
- /* glUniform1f(glGetUniformLocation(progId, "material.refractiveIndex"), refractiveIndex); */
- /* glUniform1f(glGetUniformLocation(progId, "material.opacity"), opacity); */
+ float aniso = 0;
+ glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &aniso);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
- /* glUniform1i(glGetUniformLocation(progId, "material.hasTexture"), diffuseMap != nullptr); */
- /* glUniform1i(glGetUniformLocation(progId, "material.hasSpecularMap"), specularMap != nullptr); */
- /* glUniform1i(glGetUniformLocation(progId, "material.hasNormalMap"), normalMap != nullptr); */
- /* glUniform1i(glGetUniformLocation(progId, "material.hasTexture"), diffuseMap != nullptr); */
- /* glUniform1i(glGetUniformLocation(progId, "material.hasSpecularMap"), specularMap != nullptr); */
- /* glUniform1i(glGetUniformLocation(progId, "material.hasNormalMap"), normalMap != nullptr); */
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- /* glUniform1i(glGetUniformLocation(progId, "material.diffuseMap"), 2); */
- /* glActiveTexture(GL_TEXTURE2); */
- /* if (diffuseMap) glBindTexture(GL_TEXTURE_2D, diffuseMap->texId); */
+ glGenerateMipmap(GL_TEXTURE_2D);
+}
- /* glUniform1i(glGetUniformLocation(progId, "material.specularMap"), 3); */
- /* glActiveTexture(GL_TEXTURE3); */
- /* if (specularMap) glBindTexture(GL_TEXTURE_2D, specularMap->texId); */
+void Material::bind() const {
+ if (albedo != nullptr) {
+ glUniform1i(glGetUniformLocation(progId, "mat.albedoMap"), 0);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, albedo->texId);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasAlbedo"), 1);
+ } else {
+ glUniform1i(glGetUniformLocation(progId, "mat.hasAlbedo"), 0);
+ }
- /* glUniform1i(glGetUniformLocation(progId, "material.normalMap"), 4); */
- /* glActiveTexture(GL_TEXTURE4); */
- /* if (normalMap) glBindTexture(GL_TEXTURE_2D, normalMap->texId); */
+ if (normal != nullptr) {
+ glUniform1i(glGetUniformLocation(progId, "mat.normalMap"), 1);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, normal->texId);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasNormal"), 1);
+ } else {
+ glUniform1i(glGetUniformLocation(progId, "mat.hasNormal"), 0);
+ }
+
+ if (metallicRoughness != nullptr) {
+ glUniform1i(glGetUniformLocation(progId, "mat.metallicRoughnessMap"), 2);
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D, metallicRoughness->texId);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasMetallicRoughness"), 1);
+ } else {
+ glUniform1i(glGetUniformLocation(progId, "mat.hasMetallicRoughness"), 0);
+ }
+
+ if (ambientOcclusion != nullptr) {
+ glUniform1i(glGetUniformLocation(progId, "mat.aoMap"), 3);
+ glActiveTexture(GL_TEXTURE3);
+ glBindTexture(GL_TEXTURE_2D, ambientOcclusion->texId);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasAo"), 1);
+ } else {
+ glUniform1i(glGetUniformLocation(progId, "mat.hasAo"), 0);
+ }
}